gzdoom/wadsrc/static/actors/shared/inventory.txt

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2016-03-01 15:47:10 +00:00
ACTOR Inventory native
{
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.UseSound "misc/invuse"
Inventory.PickupSound "misc/i_pkup"
Inventory.PickupMessage "$TXT_DEFAULTPICKUPMSG"
action native state A_JumpIfNoAmmo(state label);
action native A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class<Actor> pufftype = "BulletPuff", float range = 0, float lifesteal = 0, int lifestealmax = 0, class<BasicArmorBonus> armorbonustype = "ArmorBonus", sound MeleeSound = "", sound MissSound = "");
action native A_FireBullets(float/*angle*/ spread_xy, float/*angle*/ spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, float range = 0);
action native A_FireCustomMissile(class<Actor> missiletype, float angle = 0, bool useammo = true, int spawnofs_xy = 0, float spawnheight = 0, int flags = 0, float pitch = 0);
action native A_RailAttack(int damage, int spawnofs_xy = 0, bool useammo = true, color color1 = "", color color2 = "", int flags = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float/*angle*/ spread_xy = 0, float/*angle*/ spread_z = 0, float range = 0, int duration = 0, float sparsity = 1.0, float driftspeed = 1.0, class<Actor> spawnclass = "none", float spawnofs_z = 0, int spiraloffset = 270);
action native A_Light(int extralight);
action native A_Light0();
action native A_Light1();
action native A_Light2();
action native A_LightInverse();
action native A_WeaponReady(int flags = 0);
action native A_Lower();
action native A_Raise();
action native A_FirePistol();
action native A_FireShotgun();
action native A_FireShotgun2();
action native A_OpenShotgun2();
action native A_LoadShotgun2();
action native A_CloseShotgun2();
action native A_FireCGun();
action native A_FireSTGrenade(class<Actor> grenadetype = "Grenade");
action native A_FireMissile();
action native A_FirePlasma();
action native A_FireRailgun();
action native A_FireRailgunLeft();
action native A_FireRailgunRight();
action native A_RailWait();
action native A_BFGsound();
action native A_FireBFG();
action native A_FireOldBFG();
action native A_ReFire(state flash = "");
action native A_ClearReFire();
action native A_CheckReload();
action native A_GunFlash(state flash = "", int flags = 0);
action native A_Saw(sound fullsound = "weapons/sawfull", sound hitsound = "weapons/sawhit", int damage = 2, class<Actor> pufftype = "BulletPuff", int flags = 0, float range = 0, float/*angle*/ spread_xy = 2.8125, float/*angle*/ spread_z = 0, float lifesteal = 0, int lifestealmax = 0, class<BasicArmorBonus> armorbonustype = "ArmorBonus");
action native state A_CheckForReload(int counter, state label, bool dontincrement = false);
action native A_ResetReloadCounter();
action native A_RestoreSpecialPosition();
action native A_RestoreSpecialDoomThing();
action native A_RestoreSpecialThing1();
action native A_RestoreSpecialThing2();
States
{
HideDoomish:
TNT1 A 1050
TNT1 A 0 A_RestoreSpecialPosition
TNT1 A 1 A_RestoreSpecialDoomThing
Stop
HideSpecial:
ACLO E 1400
ACLO A 0 A_RestoreSpecialPosition
ACLO A 4 A_RestoreSpecialThing1
ACLO BABCBCDC 4
ACLO D 4 A_RestoreSpecialThing2
Stop
Held:
TNT1 A -1
Stop
HoldAndDestroy:
TNT1 A 1
Stop
}
}
Actor ScoreItem : Inventory native
{
Height 10
+COUNTITEM
Inventory.Amount 1
+Inventory.ALWAYSPICKUP
}
Actor Ammo : Inventory native
{
+INVENTORY.KEEPDEPLETED
Inventory.PickupSound "misc/ammo_pkup"
}
Actor BackpackItem : Inventory native
{
}
ACTOR Armor : Inventory native
{
Inventory.PickupSound "misc/armor_pkup"
}
ACTOR BasicArmor : Armor native
{
+Inventory.KEEPDEPLETED
}
ACTOR BasicArmorBonus : Armor native
{
+Inventory.AUTOACTIVATE
+Inventory.ALWAYSPICKUP
Inventory.MaxAmount 0
Armor.SavePercent 0.333333
}
ACTOR BasicArmorPickup : Armor native
{
+Inventory.AUTOACTIVATE
Inventory.MaxAmount 0
}
ACTOR HexenArmor : Armor native
{
+Inventory.KEEPDEPLETED
+Inventory.UNDROPPABLE
}
ACTOR DehackedPickup : Inventory native {}
ACTOR FakeInventory : Inventory native {}
ACTOR CustomInventory : Inventory native {}
Actor Health : Inventory native
{
Inventory.Amount 1
Inventory.MaxAmount 0
Inventory.PickupSound "misc/health_pkup"
}
Actor HealthPickup : Inventory native
{
Inventory.DefMaxAmount
+INVENTORY.INVBAR
}
Actor Key : Inventory native
{
+DONTGIB // Don't disappear due to a crusher
+INVENTORY.INTERHUBSTRIP
Inventory.PickupSound "misc/k_pkup"
}
ACTOR PowerupGiver : Inventory native
{
Inventory.DefMaxAmount
+INVENTORY.INVBAR
+INVENTORY.FANCYPICKUPSOUND
Inventory.PickupSound "misc/p_pkup"
}
ACTOR Powerup : Inventory native {}
ACTOR PowerInvulnerable : Powerup native
{
Powerup.Duration -30
inventory.icon "SPSHLD0"
}
ACTOR PowerStrength : Powerup native
{
Powerup.Duration 1
Powerup.Color 255,0,0,0.5
+INVENTORY.HUBPOWER
}
ACTOR PowerInvisibility : Powerup native
{
+SHADOW
Powerup.Duration -60
Powerup.Strength 80
Powerup.Mode "Fuzzy"
}
ACTOR PowerGhost : PowerInvisibility
{
+GHOST
Powerup.Duration -60
Powerup.Strength 60
Powerup.Mode "None"
}
ACTOR PowerShadow : PowerInvisibility
{
+INVENTORY.HUBPOWER
Powerup.Duration -55
Powerup.Strength 75
Powerup.Mode "Cumulative"
}
ACTOR PowerIronFeet : Powerup native
{
Powerup.Duration -60
Powerup.Color 0, 255, 0, 0.125
}
ACTOR PowerMask : PowerIronFeet native
{
Powerup.Duration -80
Powerup.Color 0,0,0,0
+INVENTORY.HUBPOWER
Inventory.Icon "I_MASK"
}
ACTOR PowerLightAmp : Powerup native
{
Powerup.Duration -120
}
ACTOR PowerTorch : PowerLightAmp native {}
ACTOR PowerFlight : Powerup native
{
Powerup.Duration -60
+INVENTORY.HUBPOWER
}
ACTOR PowerWeaponLevel2 : Powerup native
{
Powerup.Duration -40
Inventory.Icon "SPINBK0"
+INVENTORY.NOTELEPORTFREEZE
}
ACTOR PowerSpeed : Powerup native
{
Powerup.Duration -45
Speed 1.5
Inventory.Icon "SPBOOT0"
+INVENTORY.NOTELEPORTFREEZE
}
// Player Speed Trail (used by the Speed Powerup) ----------------------------
ACTOR PlayerSpeedTrail native
{
+NOBLOCKMAP
+NOGRAVITY
Alpha 0.6
RenderStyle Translucent
}
ACTOR PowerMinotaur : Powerup native
{
Powerup.Duration -25
Inventory.Icon "SPMINO0"
}
ACTOR PowerTargeter : Powerup native
{
Powerup.Duration -160
+INVENTORY.HUBPOWER
States
{
Targeter:
TRGT A -1
Stop
TRGT B -1
Stop
TRGT C -1
Stop
}
}
ACTOR PowerFrightener : Powerup native
{
Powerup.Duration -60
}
ACTOR PowerBuddha : Powerup native
{
Powerup.Duration -60
}
ACTOR PowerScanner : Powerup native
{
Powerup.Duration -80
+INVENTORY.HUBPOWER
}
ACTOR PowerTimeFreezer : Powerup native
{
Powerup.Duration -12
}
ACTOR PowerDamage : Powerup native
{
Powerup.Duration -25
}
ACTOR PowerProtection : Powerup native
{
Powerup.Duration -25
}
ACTOR PowerDrain : Powerup native
{
Powerup.Duration -60
}
ACTOR PowerRegeneration : Powerup native
{
Powerup.Duration -120
Powerup.Strength 5
}
ACTOR PowerHighJump : Powerup native {}
ACTOR PowerDoubleFiringSpeed : Powerup native {}
ACTOR PowerMorph : Powerup native
{
Powerup.Duration -40
}
ACTOR PowerInfiniteAmmo : Powerup native
{
Powerup.Duration -30
}
ACTOR MapRevealer : Inventory native {}
ACTOR PuzzleItem : Inventory native
{
+NOGRAVITY
+INVENTORY.INVBAR
Inventory.DefMaxAmount
Inventory.UseSound "PuzzleSuccess"
Inventory.PickupSound "misc/i_pkup"
}
Actor Weapon : Inventory native
{
Inventory.PickupSound "misc/w_pkup"
Weapon.DefaultKickback
Weapon.BobSpeed 1.0
Weapon.BobRangeX 1.0
Weapon.BobRangeY 1.0
+WEAPONSPAWN
States
{
LightDone:
SHTG E 0 A_Light0
Stop
}
action native A_ZoomFactor(float scale = 1, int flags = 0);
const int ZOOM_INSTANT = 1;
const int ZOOM_NOSCALETURNING = 2;
action native A_SetCrosshair(int xhair);
}
ACTOR WeaponGiver : Weapon native
{
Weapon.AmmoGive1 -1
Weapon.AmmoGive2 -1
}
Actor WeaponHolder : Inventory native
{
+NOBLOCKMAP
+NOSECTOR
+INVENTORY.UNDROPPABLE
}
Actor WeaponPiece : Inventory native
{
+WEAPONSPAWN
}